Arcuz 2...

Does anyone know when this is supposed to come out? I remember seeing on either yahoo or wiki answers that it was supposed to come out on Januray 12, 2011 or something like that. Was that supposed to be the actual release date or did they (the person) just randomly post that from out of nowhere?

There seems to be some flaws with the game that still need to be worked out…
1) Djinn’s lamps have never given me anything (I’ve pumped money in over 20 of them….)
2) the Enlightenment ability claims to give additional CP (maybe it means AP?) but I haven’t seen any noticeable difference,
3) equipping your teammate with Armor etc doesn’t seem to affect their stats at all
4) I’m lvl 23 and can’t beat the first guardian (the minotaur) but there is no way to retool my char to see if something else works

Those are just a few things I’ve noticed… otherwise, a pretty kick-a$$ game (frustrating as hell though)

Djinn works correct i got over 9golden items from there but u gotta upgrade Your luck :)
You team mate cant wear items also something is wrong with him cuz he starts to drink potions You put into him only when he is almost dieing. So use him as stash :)
It would be good for Ya to upgrade Your weapon to +3 element when Your facing boss it inflicts much higher dmg, also boost Your stats by using potions.

Due to the difficulty of the game, there’re 2 typical ways to start playing arcuz 2:
- Full offense + grinding: meaning high strength at the beginning, playing one of 3 weapon style or dual wielding + backstab passive (low HP, SP). Have to fight bosses at higher level, or while equiping high grade equipments or/and drinking a bunch of buff potions (throughout the fight)
- Full defense: full constitution => high HP, SP and use summon fire elemental and other spells constantly OR full agility and go shield basher style (with def passive bonus). You’re strong enough to tank and can smash bosses’s armor like cake but damage output for agility basher style may not be as high as others.

I almost killed the 2 head golden orge the first time meeting it using full constitution + summon fire elemental build (weapon = axe). The build wasn’t perfect and I was using lowest HP potion so I couldn’t keep it up when the orge summoned its minion.

Seriously I haven’t seen the point of using dual wield, the speed cannot compensate for the loss of damage output. Using one axe, one swing of mine at the front can be as strong as 5-6 hits backstab of dual fachions. And you can clearly see which build use more skill points. I’m really curious if anyone has achieved high level in dual wield passive and if there’s any worthy payoff.

I really can’t defeat the dual headed orge, I’ve tried about 6 times now. I always jump over his head and attack him a bit and jump over again until its armor is broken, but when it summoned its minions (the ghosts) the orge started to attack really quickly and I always die. I’m lvl 22 and using dual wield ( 2 fachions ) with poison. I always use the attack and magic defense potion. Give me advice please.

@SKYarge: I have just defeated the orge in my 3rd encounter with it (level~ 27). It was an official encounter because the boss stayed in that particular room and didn’t disappear when I returned after I was killed by it.

The minions summoned by the orge are very tough. I think they even have more HP than the orge itself (several times higher in fact), rarely deals any damage in their normal state and only focus on pushing you. But when they multiply themselves to a dozen more weaker versions (I guess each of them multiplies to/summons 3 or 4 more). Those weaker versions deal quite high poison damage. But it will take a while until they do that so it’s best that you focus on killing the orge as fast as possible.

You will need to dodge the orge’s attack, destroy its armor, not let minions push you away or lock you into the orge’s smash, etc. I have seen how slow fachion, especially dual fachions can break armor. Even if you do jump smash it still takes a while (axe can break armor of a normal boss with 2-3 jump + smash). You can’t even use shield bash for that purpose…

Mostly I have been relying on “summon fire elemental” spell. This spell at max level (level 3) summons 3 fireballs circling around you and deals very high fire damage to whatever they touch. The bigger the target, the more often they can touch (small mobs can slip in the gap between you and fireballs). Using this spell my damage counter shows up just as often as hitting with dual fachions. When the orge attacks in any way, I can just circling around this feet and let those fireballs do the jobs.

Another maybe/maybe not useful spell is “summon guardian”. It cannot be used at the same time as summon fire elemental. At level 3, upon using it, you will have 3 blue orbs flying around you and each can takes 1 hit for you. The damage of the hit doesn’t matter, as weak as a spider bite or as strong as the orge’s final ice smash. The cool down of this spell is longer than the former spell so you can’t continuously cast it, and if you get hit very often (even with small damage), this spell is useless.

Thanks for information, but I don’t have “Summon fire elemental” spell and there’s no reset stat button or something that can reset my skill points. I can’t focus on killing the ogre cuz it really attacks fast ( when he already summoned its minions ) I could only dodge his ice attacks but not his weapon.

When u get killed by it, its HP is the same as when u got killed by it? or is it full.

Nvm my previous post, I defeated the “Golden dualhead ogre” but I still can’t go through D7, do I still need to defeat someone or anything? I defeated the gold bat and the ogre. Are the golden treasures need to be claimed ?

I have been playing another new character, using dual wield style (again) because I refuse to believe that they put this style in the game while making it inferior to other styles.
This time it actually works.
First off, don't bother with putting AP into other weapon mastery because it doesn't increase your damage at any significance. Your relative damage to mobs/ bosses depends on the difference between your level and their level.
Secondly, unless you have god-like reflex to pull off a Strength build (not relying on backstab skills but only normal hacking + dodge all hits from boss to not get 1 hit KO), do a full constitution build because you need sky-high amount of SP to use backstab III and spam backstab II.
Summon fire elemental is still useful here. It doesn't do as high damage of a hit as you wielding a single weapon but still adds significant damage. It also helps you flinch enemies when you're getting surrounded. Unlike other one-hand style, dual wield allows you to attack fast enough to keep all surrounding mobs busy with support of summon fire elemental.
I have upgraded Dual wield mastery to level 7 and haven't seen any substantial increase in damage with each upgrade. What I can say is, each upgrade reduces the amount of weapon's strength being decreased due to dual wielding. So instead of upgrading fachion mastery level 10 = +100 fixed damage, which then actually be reduced to +32 fixed damage, if you don't have anything else to invest, put AP into Dual wield mastery. The difference can only be tested if you make a character without only Dual wield mastery level 1 and compare its damage output with another one with DWM level 4+
The main focus of dual wielding is of course: BACKSTAB, because other styles can't use these skills. Assassin (passive) level 5 is a must, for +100% damage.
Backstab I = teleport to the back of the nearest enemy and attack 1 time (120% - 140% - 175%)
Backstab II = teleport to the back of the nearest enemy and attack 1 time, then teleport again to another random (or nearest Idk :p) and attack 1 time and so on. If there's only 1 target then it will be hit 3 times. Each time it will be pushed forward, even if it's a boss. (120% - 140% - 175%)
Backstab III = similar to backstab II but 6 times. (also damage multiplier for 3 levels = 120% - 140% - 175%)
Backstab III level 3 has a huge SP cost = 800 SP so you will need twice that amount to be able to get if off at any situation. Full constitution build is a must.
Recommend your weapon has high fire elemental attack bonus (level 3 or 4), that will makes the damage significantly higher.
For fighting bosses at early level, your damage is probably not strong enough to use Backstab II to destroy armor so don't spam it (not like you can anyway). Jump + smash is still the only option (or charge attack, a very situational skill).
However, at higher level, assassin level 5 + Fire attack bonus level 3 + backstab II level 3 is strong enough to blast away 1/5 of a big boss's armor. 5.42 second for cooldown. So how do you like that? :P
When the boss's armor is nearly down, summon fire elemental level 3 + backstab II (lvl.3)+ backstab III (lvl.3) can kill off 1/6 - 1/4 of a big boss's HP, depending on your level and which boss. And it's fast enough that after all of those attacks, you still have a few ticks of a second to hack away a few more times before the boss's armor is fully recovered. The damage for each hit is approximately 500% stronger than a normal slash at front and 800% stronger if there's fire damage bonus.
So this style finally proves that it's a more offensive build than other one-hand style. A huge drawback of this style is its lack of area of effect (AOE). Backstab can only target one mob at a time and may hit a few others standing near by but rarely. So if there's a huge mobs crowding a room, you can't attack them all at once. You can only rely on your speed to try to focus on flinching as many range mobs as possible and tank the rest and/or occasionally use backstabs to ninja a few of them. Thankfully, the damage of those skills is high enough to instant kill a few wounded mobs so there will be less to fight after every cast. However, thinking about fighting the 2 head orge, it's impossible to kill off minions with backstabs or to focus on destroying the orge's armor so at that time, and only that time, you will feel totally inferior to other styles because of lack of defense and having no more efficient way to attack. My recommendation for this is to learn at which moment the orge will summon its minion, try to get its HP as close as possible to that point and totally finish the orge off in the next attack.
Infos about some trial's bosses:
Sometimes you collect a trial stone from a golden boss, you can open a trial portal by combining the stone with 3 stones of blessing. However, be aware that each trial stone has a level indicator there and the portal scroll will be of the same level as the stone. You can only enter a portal if your level does not exceed the portal level + 3. So you can't go in a low level floor and hunt easy golden boss for stones.
Entering the portal, you will encounter a few mobs, then a shadow boss in the next room. Defeating the boss will give you another portal and a extremely rare item. The portal dropped by the boss is different from the portal you made, it opens to the next trial. And all portal made by you (regardless of levels) will only open to the first trial. If I remember correctly, the mobs - boss level don't change.
First trial - Boss: Shadow (I think they're all called 'Shadow'). Weapon: Axe + Shield.
His pattern is at follow:
- At 100% HP: use 3 normal axe attacks + axe reaper + hurricane I
- At around 75% HP (I guess), he adds charge slash to his pattern
- At around 50% HP, he adds a modified version of blade storm to his pattern (a circling ring that automatically chases you, dealing continuous damage in contact), while that storm is chasing you, he chases you too and normally use Axe reaper first then axe attacks. Also I'm not sure if it's at this moment or later, he has another "normal attack" 5-hit combo which he sometimes use instead of the 3-hit one.
- At around 25% HP or lower, he adds a charge attack which I haven't seen before. As he charged through, 3 black holes appear on the way, suck you in then explode and deal damage. Not a very strong skill.
- Near death, he spams the modified blade storm a lot, leaving less chance for you to attack, thus diminish your potion stock.
Second trial - Boss: Shadow. Weapon: 1 sword (I think he doesn't use shield)
Pattern:
- Full HP: use 3-hit sword combo + Sword Lunge + a modified version of Force Wave (releasing 3 waves instead of just 1)
- Half HP: I think it's about this point that he adds the charge slash into his pattern.
Really, you can think that this boss is easier than the 1st one. He is simple but it sometimes will be difficult to hit him as he charge around with sword lunge. And it hurts a lot standing in front of him when he uses force wave... but that's still easy...
Don't let your guard down!
- Near death: He adds Force Globe into his pattern and can spam it continuously. Force Globe is the strongest one hit "active" spell in the game. One hit = death, doesn't matter if you have full constitution build or extreme defense OR drank magic defense potion or high magic resistance. Actually I think it's possible to magic resist it but you will need some luck. This spell has some absurb range too, which is the whole screen of the game. So basically when he has sign of about to cast Force Globe, you will need to be (or about to be) half a screen away. Being in the middle of a combo will guarantee you a gameover.
To get over that cheater, you can either rely on your skill & reflex to finish him safely OR buy insurance. It is the guardian spell. It summons 1-3 blue orbs which take damage in your stead, no matter how strong it is, but 1 hit = 1 orb consumed. Also it can't be used at the same time as summon fire elemental.

the first guardian is tough but if you jump in his head while avoiding attacks, it will be much easier, you can hit him with a full combo when he slams the axe in the ground, when he starts hurling fireballs you can either try avoid them, or simply stay next to the boss while hoping on his head and wait for the opportunity to attack, beware of the his “horn” attack

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